Kharazim is an agile healer who can play different roles from game to game.
Combat Trait (D)
Kharazim’s is able to select his trait at the start of the game instead of the usual level 1 talents. Each adds a unique effect the third consecutive basic attack.
Every 3rd Basic Attack heals the lowest nearby allied Hero for 46 (+6 per level) .
Transcendence excels at keeping allies alive while pummeling enemies. It is often picked up by dedicated healer Kharazims.
Every 3 rd Basic Attack deals 100% bonus damage.
Iron Fists turns this monk into a quasi-assassin – while he won’t be out-damaging Illidan, his ability to sustain and do damage make this a great pick for secondary support builds.
Every 3rd Basic Attack restores 12.21 (+0.21 per level) Mana.
Mana can be tight when you’re team is relying on you to keep them alive. Insight makes it so that Kharazim will almost never have mana problems, allowing him to sustain through fights and stick on the battlefield longer.
Radiant Dash (Q)
Cooldown: 12 seconds
Jump to an ally or enemy. Enemies are immediately hit with a Basic Attack.
Radiant Dash is Kharazim’s primary mobility move. Having 2 charges, you’re able to /dash/ to a nearby enemy or ally, repositioning yourself and dealing some damage. This ability is excellent to jump into a fight, deal some Basic Attack damage (which is also your form of healing), then Radiant Dash back out to an ally. This flow of Kharazim’s kit is simple to understand, but difficult to master – practice the flow with Radiant Dash to increase your effectiveness in combat.
Breath of Heaven (W)
Cooldown: 8 seconds
Heal nearby Heroes for 130 (+22 per level) and give them 10% Movement Speed for 3 seconds.
Breath of Heaven is Kharazim’s main burst-healing ability. This is great teamfighting ability, because it heals all allies within the designated radius. Using this ability in lane isn’t as ideal, because it will only heal 1 more teammate in most situations, and you should try to use Transcendence instead. During the laning phase, I’ll save Breath of Heaven for sticky situations and position safely while it’s off cooldown.
Deadly Reach (E)
Cooldown: 10 seconds
Your next Basic Attack increases your Attack Speed and Attack Range by 100% for 2 seconds.
Deadly Reach is one of the more difficult abilities to use in the game, but rewards the user if it’s used properly. Because of Transcendence, the increased Attack Speed will increase your healing output for a short period of time. Using this ability to help peel for your Ranged Assassins on your team is extremely effective. Not only will it deal damage to the Hero diving onto your allies, but also keep your squishy targets alive during fights.
Cooldown: 50 seconds
Become Invulnerable and strike 7 times over 1.8125 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.
As a damage dealer, this heroic is a fantastic choice. Seven-Sided Strike has the ability to deal 49% of a single target’s health pool over 2 seconds. While this seems extremely overpowered, it’s a very rare occasion when you have a single target isolated to deal this kind of damage.
Cooldown: 60 seconds
Protect an allied Hero from death, causing them to be healed for 600 (+100 per level) if they take fatal damage in the next 3 seconds.
Divine Palm is an incredibly useful heroic ability. Having a reset button on a 60 second cooldown for one of your teammates, or even yourself is invaluable. Because of the low cooldown, I recommend using this ability as often as you’re able to.
Level 1 Talents
Transcendence is the foundation talent for any Main Support Monk build. Without it, your healing numbers just won’t match up to what you need them to be at. With Transcendence, every 3rd Basic Attack will heal the lowest nearby ally for a certain amount. Transcendence is an interesting talent, because it promotes you being in a skirmish with the Monk – as that’s the way you heal now; however, while being in fights you’re also susceptible to damage. Learning the flow of fighting and retreating with the Monk is the most difficult part about his kit.
Level 4 Talents
Recommended: Protective Shield or Overtake
Because Kharazim’s main form of healing is fairly low when it comes to numbers, having an active shield makes up for one of the slight weaknesses in his kit. Choosing Protective Shield for level 4 will increase your team’s survivability by a fair amount, and allow you to pull off being the main support on a team. Overtake is also a great option, as the movement speed allows you to get off more Basic Attacks, which in turn will end up healing your team for a larger amount over time – not to mention the extra survivability you gain from the additional movement speed.
Level 7 Talents
Recommended: Echo of Heaven
Level 7 is Kharazim’s healing spike. Breath of Heaven now heals a second time, 2 seconds later for 50% of the amount healed. While the numbers seem low, this increases your healing potential by a significant portion. Echo of Heaven increases your teamfight presense, as well as your sustained healing, because you know you’ll have a second proc of Breath of Heaven coming.
This ability also adds some extra play into Kharazim’s kit, because you can use Breath of Heaven on a target, then Radiant Dash to another friendly target to heal a second time with Echo of Heaven.
Level 10 Heroics
Recommended: Divine Palm
Divine Palm is definitely the strongest part of Kharazim’s healing arsenal. When placed on an ally, Divine Palm will resurrect the target with 600 Health if it receives fatal damage within 3 seconds. This talent is an absolute life safer, as it allows your to completely negate burst damage that your opponents put onto one of your teammates. The 60 second cooldown allows you to have this ability available for arguably every fight that occurs on the map, so use it often – and save your teammates from impending doom.
Level 13 Talents
Recommended: Quicksilver or Relentless
Contrary to popular opinion, I think Quicksilver or Relentless are the talents to choose at level 13. Relentless should be picked up if your opponents’ team composition is very crowd control heavy. This talent will reduce the duration of every silence, stun, slow and root that hits your Hero – which as a melee based support is the difference between life and death.
If your opponents’ don’t have a lot of crowd control, I would opt for taking Quicksilver. The increased mobility for yourself and your teammates’ can really help when chasing down targets, backing out of a fight, or diving under enemy structures. It’s a fantastic talent all around, especially considering how you have multiple stacks of Radiant Dash.
Level 16 Talents
Recommended: Circle of Life or Soothing Breeze
While it’s very difficult to get your entire team grouped up to make full value out of this talent, choosing Circle of Life at level 16 will dramatically increase your healing potential. With this talent, Breath of Heaven‘s healing is increased by 10% for each allied Hero in the cast range. Even if you’re in range of 2 allied Heroes, the boost in healing is very substantial for a single talent.
Soothing Breeze also has it’s purposes. The silence, blind, slow and root removal can be extremely clutch, you just need to make sure you don’t get hit by the silence to begin with!
Level 20 Talents
Recommended: Storm Shield
To further complement your healing potential, choose Storm Shield. This talent is always a great pickup on almost any support, as it’s an AoE shield on a low cooldown. Your teamfight healing capabilities at this point are bar none. Having Storm Shield will give you more of a reason to stay grouped with your allies in fights, to increase the healing from your Breath of Heaven, and ensure you hit multiple allies with Storm Shield.